2. Stunning Pin doesn't make a whole lot of sense. First of all, its a joke that you have to use a swift action, when the original doesn't require an action at all. Second of all, a stunning first "attempt" is declared before you make an unarmed strike, which makes ZERO sense when used AFTER a pin. You can... infer... that what you should be doing is treating it as if you had just hit with an unarmed strike, but yes, it would be treated like an regular stunning fist attempt in that you cant do it multiple times.

Honestly though, you can only use that attempt when you PIN an opponent. There's no point to applying pin more than once. If you have extra grapple attempts after pinning, its better to pin them once, than either tie them up or damage them.

3. No. Both require you to choose to give up the stunning fist effect. You can't give up the regular stunning fist effect twice.

PINNING KNOCKOUT: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal <b>an opponent nonlethal damage</b> using an unarmed strike or a light or one-handed weapon, double your damage result. Any creature that is immune to critical hits is immune to the effects of this feat.

PINNING REND: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or one-handed weapon, that opponent also takes bleed damage equal to your unarmed strike or weapon damage dice. Any creature that is immune to critical hits is immune to the effects of this feat.

Pinning KO only triggers on nonlethal damage. Pinning Rend triggers on normal damage. While Bruno think you may get GM to allow Pinning KO's non-lethal damage to trigger Pinning Rend's lethal bleed damage, Bruno think you no have cake and eat it too.

Stunning Pin:

STUNNING FIST: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

STUNNING PIN: Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.

JAWBREAKER: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple that opponent’s mouth, dealing normal unarmed strike damage and 1d4 points of bleed damage. Until the bleed damage ends, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that is immune to critical hits or that has no discernible mouth is immune to the effects of this feat.

BONEBREAKER: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent.

These no stack. When you land your Stunning Fist, you have to choose which effect you would want on stupid monster.

Bruno now grapples your attention to fact Stunning Fist for Jawbreaker or Bonebreaker not need to be on stupid monster you are personally grappling--you can Stunning Fist into Jawbreaker/Bonebreaker any creature that has grappled, helpless or stunned condition.

Why Stunning Fist would consume no actions? It was my impression that it was a swift action as a part of the Stunning Pin feat. Unless the Standard Action came first, make an unarmed attack and declare it a Stunning Fist.

Why Stunning Fist would consume no actions? It was my impression that it was a swift action as a part of the Stunning Pin feat. Unless the Standard Action came first, make an unarmed attack and declare it a Stunning Fist.

Correct me if i'm mistaken, regards.

In that example, you are not using Stunning Pin, you are using vanilla Stunning Fist (on an Unarmed Attack that follows). I put Stunning Fist before the Standard Action attack because you have to declare it before you make the attack. Sorry for the confusion.

Stunning Pin is a bad feat, and it should feel bad. It can be argued that you can use Stunning Fist *any* time you make an CMB roll (attack roll) to grapple and do damage, instead of wasting precious swift action economy.